
Atrik
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Everything posted by Atrik
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I would say the same thing, and probably you would too, if someone made lame assumptions on historical right? One will never try it if he is imprinted into thinking he'll not like it (he'll convince himself he doesn't if ever he tried it anyways), and he'll have the freedom to do so. I also have the freedom to say that speculations are stupid and explain that it's dumb to refer to something you don't have knowledge about. And it is. @TheCJ @WiseKind please don't take my comments for personal attacks. They just explain why it's not working to argue in those threads.
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If you were wise, you should know that talking about a subject you haven't investigated might lead to saying bs. Reading what other people in the same case (that didn't investigate) say doesn't count. This thread refer to a specific feature within a specific mod every single comment or almost. Now if you continue to debate with countless references to this feature, chances that you are spreading misinformation are probably absolute, and you won't really know better yourself in the end. Epistemology 101.
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Mainland Twilight new mod for Team Games
Atrik replied to leopard's topic in Scenario Design/Map making
https://github.com/Haroldgomez777/0ad-maximalists-map/commit/74ce381f5c65e51357e53a40d6034a7bf713168b it works!!!! -
A25 Feedbacks from testing
Atrik replied to Yekaterina's topic in Game Development & Technical Discussion
(but I was making a joke) Epic @Seleucids -
Across all domains, the very opposite is true. New power tools enrich any discipline. Obviously it stands true to 0ad where teaching yourself to make a repetitive task, isn't hard or challenging, but just take space for you to think, or try new things. You or others admitted this was the main unfair advantage that it provides earlier. If ever you switch off the auto-trainer, you retain the new technics you had the brain space to try out : so the learning curve actually got UNflattened. For the other points, I already replied elsewhere so I'm done here with the thread.
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The problem is that now, anybody using it is a cheater, and that, also the mod is disgraced beside being a very good mod, that add legitimate improvements to interface with the game... I think/hope that's not you aim for, but you can see why having a definition that both fit the intent and have a very define description could be worth considering over your wider definition. Also, if a mod is labeled cheat then very very few players would be interested into getting it, despite that they could actually like it. Cheats are often used when you are about to drop a game and you want quick satisfaction, mods get you to explore new ways to play it. I try to only promote moderngui to players who describe a wish for a feature that is specifically in the mod, and if another smaller mod have a similar feature, then I'll promote it instead, but I know for a fact that players who heard for the first time that a mod is a cheat is very unlikely to ever try it (permanent effect) compared to a player who heard about it as a mod will very likely do. I'm kinda over it now if some people want to call it cheat, I'm just replying to you @TheCJ since you seems more in a constructive approach, I don't want to get to personal about this @#$% anymore
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@TheCJ, you made the effort the define categories where mods that gives any advantage are cheats. But 90% of players use autociv, that gives a huge advantage, and who even was the first mod to introduce auto-production. Now even feldmap displays additional stats in summary so they all are deemable cheats right? In practice, mods might be good for the ecosystem, it introduce ideas, improvements etc... Even if you refine your definition so that mods you like don't fit in, but those you don't use, do, the intent is probably more important then anything. @WiseKind's definition is just better to make a category real cheat (that DEFEAT a game feature like fog of war), and mods. You can disallow mods that you think give an advantage when you host, without the need to call them cheats, that would be good reciprocal respect of every player.
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This thread is going on with ""progui"" quoted every single comment but with none of the participant actually ever tried it right? The gui mod have orders of magnitude more clickable buttons and displayed stats the vanilla one, so don't worry, those who dare to use it probably won't lack stimulation lol. Yet, in my experience, most user wrap their head around how to use the features and read the stats pretty quickly. It's not particularly impressive, but good UX was what drove it's development all along. Commercially, UX refer both to ease of use, or reading of data AND user satisfaction because it's never considered that limitations can make any user better off. It's been improved over a lineage of mods, merged plenty of ideas from a variety of folks. Even for the parts I did, a tone of it was inspired by feedback and suggestions, or merging other mods. The result is arguably, a good layer of improvements to the gui, and a new way to experience the game, your way (tones of options, also coming from suggestions and requests). @WiseKind consider trying it. ModernGUI tread
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@SneakEP is becoming op at commentary! The stutter and camera shakes are kinda EXTREME thoughts.... RIP.. Could also be used to illustrate an issue/motivate the a27 relaunch.
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Agree to disagree. I don't wish for my rts experience to be nothing as a clicker game. I recently had to play some 0ad games where i manage 25 corrals, ~20houses with fertility festival and some production building (and host was disallowing autotrain): it's just very dumb, and I don't like it at all. I feel very frustrated just to have to check on all those 50 buildings... It's not hard at all, it's just very annoying. I don't feel any reward for having to take care of error spams "Insufficient resources, deactivating...".
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Units die too quickly: Melee units have too little armour
Atrik replied to Seleucids's topic in Gameplay Discussion
Units toughness are at a good spot now (exception for champ cavs). It's better now with the melee re-balance then it was in vanilla a26. Retreating should have a non-null cost, and it's not that costly rn. -
commands.txt Hans CC upgrade on Survival of the Fittest. For the immortal upgrade I'm not able to reproduce, but it can happen multiple time a game. Doesn't seems to break anything. Just throw a error. I'll past it here if I come across it again.
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I remembered that this edge bug was reported by @Darkcity and labeled as release blocker. Another bug that occur with this map is that if you play Hans and upgrade CC, you'll be considered defeated because your CC id has changed. Ideally entity id shouldn't be changed on upgrade, pack/unpack, or anything. This results in this kind of complications. I also would love to track some statistic per entities but this is making it difficult. 2nd bug: Currently upgrading pers immortals while they attack can sometimes trigger an error in Unit_AI. IIRC it's not related to the id change but rather make range manager fail. @real_tabasco_sauce
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IIRC you once suggested to make wall towers turret points for sieges like bolts and catas. Maybe that one can give a good purpose to wall turrets and worse thing that can happen is having a bunch of sieges a bit harder to destroy but not as annoying as structures like towers.
- 53 replies
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- attack vs capture
- stats
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(and 2 more)
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Introducing the Official community mod for Alpha 26
Atrik replied to wraitii's topic in Gameplay Discussion
Does this mean no 'relaunch' are planned for a27? -
Since cs melee cavs rushs and melee champ cavs are op the obvious thing to do is to increase counter dps of inf polearms. Melees champs cavs are brokens since they lack any counter now, but themselves counter everything (inf, siege, other cavs...) and have the highest mobility. Mobility can be fun, so the nerf should be on their ability to meatshield/destroy armies of spears => restore x3 counter for example.
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Probably the main challenge is to make an entity that will act as bridge, and it's implications... Is there any total conversion mod who ever tackled this kind of stuff?
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Poll: Thoughts about limited roster in captured buildings?
Atrik replied to Gurken Khan's topic in General Discussion
This is because most civ's barracks inherit from a parent template barrack that train all cs. So again it's not really something done purposefully, more a limitation, but doesn't need to be bad. However Idk where it is defined that barracks can't train champ for Carth. @real_tabasco_sauce or @Emacz probably know as they do play around with templates. -
Update for ModernGUI (1.27.12) Key new features: Custom Colors mod from @Mentula with new options Fixed colors by player slot (option, on by default), with a color preset. Only distinct colors, very good for minimap. Hot vs Cold colors for team games. (To remove the fixed color option, check "Allow all Colors" option) You can pick a color for yourself that will always be assigned to you on game loading. You can change colors, revert to vanilla colors in options. Easy queuing from @guerringuerrin Holding down "Alt" now also works to 'Order One Unit' for production buildings! When selecting multiple buildings, you can queue 1 unit (or 1 batch in combination with "Shift") to the least busy building! When selecting multiple buildings, if some buildings are idle and some not, production will only go to idle buildings, this mitigate highly the "bug" where one building get a big production queue will others are idles when using control groups to queue units. Options (almost-modular mod ) All the options can now be changed in-game without requiring restarting to apply.
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Make the bridges destructible on Dodescanese I want to ram bridges with new ram boats.
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@myliverhatesme It's a Moderngui bug, I though i ported all the new async pages in a27 but I might have overlooked at this. It's only when you open it in game thoughts.
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Poll: Thoughts about limited roster in captured buildings?
Atrik replied to Gurken Khan's topic in General Discussion
I think it's a "bug-feature" aka limitation of current system*, but I like it and it make sens. You can think of it as representing the conquered territory not having the same capacities then your mainland ones. You can imagine that a town you occupy can't straight away produce what your mainland with it's culture and techs do. *Basically trainable units are stored in template and this later doesn't change upon ownership changes. -
lag investigation thread
Atrik replied to maroder's topic in Game Development & Technical Discussion
Do we really need to chope everything off the game to be able to run it?